Darth Vectis, Ocrus, and RachaelT have taken on <<The Jumper>> as their newest hunt. This is reflected on the Bounty Board's status. DeLarge is running Ferrus Korven's intergalactic escape. You can decide among yourselves how to start the bounty and any of you three my post the thread when you're ready. Enjoy the hunt!

OB Relaunch: Fistful of Credits - Guide to the 'Verse
Welcome all to the official OB Relaunch Discussion thread for Fistful of Credits - A Guide to the "Verse.
First, some helpful links:
Sign-Up: This is for new players. Create a bounty hunter and establish your rep before heading out to explore the Big Black. Also check out the new posting rules for this RP.
The Big Black: Our open-roleplay thread. This is the ever-expanding universe of Fistful of Credits, with a twist. It's designed for character development and world-building while in between hunts.
The Bounty Board: This thread displays a list of bounties currently available at ICARUS Headquarters. It is part of the RPG and, as such, posts should remain in-character. Your hunters can blow off some steam (similar to options available in The Big Black); accept or cash-in on bounties; and request team members. Additionally, make sure to check out the Leader Board, where we'll be constantly updating the hunters' total earnings and reputations.
Obviously, with this being the discussion thread, you're welcome--and invited--to ask anything that comes to mind, discuss plot, or prompt a specific Outlaw's player for details or hints. Whatever is on you mind that's related to Fistful of Credits is welcome on this thread.
With this being a new type of RPG, the creators are still establishing many of the rules, and delaying the implementation of other game aspects until they figure out how the RP will work to prevent complicating things unnecessarily. So consider the early stages of FOC as a kind of beta test. With that being said, we will always announce here any changes to the rules. And they will always be updated on the sign-up thread.
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Now for the literal guide to the 'Verse.
Although we think that imposing a structured map will limit creative freedom players have with this RP, we still believe that some idea of certain objects' locations within space will allow players to better understand and expand the 'Verse. It also creates a database of the planets' and species' descriptions.
I am working on a running list of planets and species that have already been introduced by players in the various FOC threads. Obviously, part of this discuss thread will involve proposed descriptions for new species/planets/etc. With that being said, I want to establish a cosmic scale for reference:
Small Objects
Extra-Planetary Objects: These are the smallest points-of-interest in this RP. Common EPOs are asteroid rings, space ports, and satellites. These are usually manufactured or uninhabited points-of-interest, created by man or too small to generate any kind of affecting gravitational pull. EPOs always possess artificial life support systems to continue habitation.
Planetary Objects: Along with EPOs, Planetary Objects constitute the smallest things in space. Ironically, All of our roleplaying will take part predominantly on planetary and extra-planetary objects. These points-of-interest can be moons, dwarf planets, planets, nebulae, etc. Most Planetary Objects have the distinction of possessing their own atmosphere. Some planets will have one or more sentient species.
Large Objects
Systems: Solar System. There are many types of systems. You invent and explore the many planets and gas giants of each system as the RP unfolds.
Galaxies: Simple enough. The thing that holds stars (and solar systems) together.
Cluster: A cluster of Galaxies.
Supercluster: A cluster of Clusters.
Filament: A long expanse of lightyears-long superclusters. They are called filaments because various cosmic forces push the superclusters into what appears to be lines.
Superfilaments: You guessed it: A cluster of Filaments.
With the exception of Solar Systems, each of the large objects are divided into Quadrants. A quadrant is 1/4 the given relative space of an object. So, an example of a planetary object's location would look like this:
EARTH: (Ext:) Sun System/Andromedus1.2386/Central4.3218/Laniakea1.3892
In this case, The Sun System is extinct (our RPG takes place far in the future where Earth has long been destroyed by its dying star). It is within the Adromedus Galaxy (the newly formed galaxy after Adromeda absorbed the Milky Way Galaxy), which is within the Central Cluster of galaxies (composed of several hundred galaxies), within the larger Omega Supercluster.
The bolded numbers are just something I've added for detail and because it looks cool. :tongue:
Essentially, you only need to pay attention to the first number before the decimal. They'll always be 1, 2, 3, or 4--Corresponding to one of the four quadrants of each large object listed on Earth's mapped location.
When a player introduces a new Planetary or Extra-Planetary Object, they DO NOT have to implement this mapping key in their post (that would be far too confusing). When creating a new object in space you can give as much or as little detail as you'd like, allowing others to flesh out the idea for themselves.
A Map of the Known Universe
I will update this section in the next few days, when I'm not so tired. I just wanted to create the discuss thread now since our first hunt has started. As I mentioned, I've been making a list of species and planets that have already been introduced, but players are more than welcome to provide additional details or introduce new objects as the RP progresses.
Discuss away and enjoy the RP.

Congratulations!
DeLarge and Darth Vader have officially accepted the first bounty of the game. I've already changed the status to the <<Body Snatcher>> mission to Accepted. However, because this is a 2-3 person mission, you are welcome to wait until you get another bounty hunter to join, or you may go ahead and start. (Decide among yourselves what you'd like to do and figure out your first course of action).
If you start the hunt with just the two of you, a third bounty hunter CAN NOT be added to the RP later without a plausible explanation, and permission from the Bounty's creator. The whole point of Fistful of Credits is so players can opt out of missions or go on hiatus for awhile without worrying about the story progressing without their character. Because each bounty is intended to be a miniature RP in its own thread, however, you must start the hunt at the beginning with your group.
EDIT: The Discuss thread is officially posted. All questions pertaining to Fistful of Credits should go there an the RP-creators will answer with haste.

Sorry for the delay folks, but The Bounty Board is officially posted. You can find it here.
Just a note for everyone, The Bounty Board is marked as RPG, meaning only posts in-character are allowed on that thread. The Bounty Board thread is mostly for searching out a team, accepting bounties, or cashing in on captured outlaws. Of course, it's an open world, free for you to develop as you want.
A separate Discuss thread will be created soon. In the meantime, please direct all questions to this thread, or you can send a PM to any of the the hosts of this RP.

OB Relaunch: Fistful of Credits - The Bounty Board
Located somewhere near the cloudy center of the Burst Nebula, you float blindly through space. This place isn't easy to find. Aside from the obvious visual impediment of the nebula cloud, there are several large asteroids dancing to their own gravitational pull through this otherwise empty gas.
You check the computer navs again. Non-functional, and no way to detect HQ's signature. At least you can tell that the shields are up--barely working after that last job, but as long as you're careful, it shouldn't malfunction. The real problem is the radio. The Intergalactic Correctional Agency and Recovery uni-Service (or ICARUS, as it's known to modern Earth-speakers) is a high-tech civilization built into the center of one of the Nebula's largest asteroids. The place is supposed to be damned near impossible to find without a radio: Signal ICARUS headquarters, await their tractor beam, easy... Or at least it should be under normal circumstances.
Even with the radio out, most normal space pilots carry an emergency beacon that would be perfect for letting HQ know of your presence. Unfortunately, you had to dismantle yours a couple jobs back for some parts that were vital at the time.
You curse aloud, stopping short of kicking the cockpit's console--this ship is your baby after all.
Just then, the navigation board lights up that familiar luminescent glow. You whistle.
Thank you baby, you whisper to the ship.
Although you're still not able to contact headquarters, the navigation system has already ran a program to identify the largest area of gravitational pull, and plotted a map through the dancing asteroids to reach that location.
When you finally approach the giant rock--the size of a small country--you find yourself in awe of the place once again. A giant translucent domed ceiling emerges from the heart of the asteroid. Beneath that, an entire city. And not just the larger downtown area of ICARUS HQ; the city expands to even the furthest depths of the rock, creating an anthill labyrinth throughout it
Headquarters must have finally seen your starship because the tractor beam latches on instantly. You can tell by the way the city's defensive turrets are aimed at your hull that they're requesting your identification, unable to hear your responses or detect an emergency beacon.You laugh to yourself at how amazing this streak of bad luck has been, and then you flash a few short, but powerful rays of light through the front window.
The must pick up that you're friendly and in need of assistance, because tractor beam pulls you in slowly. You circle the asteroid to its underbelly and land smoothly at the port.
After sorting out the mess with the radio with ICARUS officials, you're off. There are loads of things to do at ICARUS HQ: All sorts of entertainment and hospitality venues; tons of restaurants from across the 'Verse; residential properties for the ICARUS employees and their families; one of the Verse's largest holding facilities; and of course the government law facilities, hospitals, banks, enforcement agencies. You're not here for any of those things though, you've got your mind set on one thing: The Bounty Board
Current Bounties
<<Body Snatcher>>
Status: Accepted by DeLarge and Darth Vader
Required Team: 2-3
Name: Arrien
Aliases: â??Leechâ? Age: 403 Height: 60.96 cm (Leech)/ 2.13 m (Host) Weight: .46 kg (Leech)/ 127 kg (Host) Species: Vemme/ Ayenean (Host)- Vemmen are extraordinarily thin, rainbow-coloured snake-like creatures with a series of tiny suckers lining their bellies. While entirely harmless in their natural state, their true danger lies in their ability to attach themselves to the brain of any species, sync with it and control it. They can either completely erase the personality of the former being or allow the personality to remain, but bend its will to meet the Vemmenâ??s own needs.
Ayeneans, on the other hand, are towering golem-esque figures entirely comprised of various stone and metal substances--the most common varieties being rock and iron Ayeneans. They are ferociously violent by nature, and almost 100% of known Ayeneans are criminals, military or hired muscle. Despite seemingly lacking any forms of internal organs, they are sentient, and a decent number of them are clever enough to function beyond their conflict-oriented nature. Home Planet: Unknown. Various tales abound regarding the origin of the Vemme, but no one knows for certain where the Vemmen came from. The most prevalent belief is that a prison transport frigate carrying Ayenean convicts somehow made its way beyond the Outer Rim--either due to a criminal mutiny or fuel depletion-- and landed on the Vemme home planet, upon which all of the living inhabitants of the ship were inhabited by a Vemme. Regardless, a decent number of Vemmen can be found on the planet Ayeneus, which surely has added to the rumor that the Ayeneans are in some way responsible for the spread of Vemme. Ayeneus- A mysterious planet that has baffled scientists of various species for years. The planet is entirely covered in rock formations without any sort of vegetation or bodies of water. The only inhabitants on the planet are the golem-like Ayeneans; and for reasons unfathomable, they require no means of sustenance for survival. Further studies of the planet or the species have been met largely with colossal failure; the Ayeneans are a naturally rebellious lot who refuse to allow outsiders onto their planet or to allow themselves to be experimented on. It is hypothesized that both the creatures and the planet are the result of some experimentation, but to what ends is unknown. Wanted for: Battery, ten counts; Arson, three counts; Property Damage, six counts. Wanted DOA: Dead. Under no circumstances should Bounty Hunters attempt to capture â??Leechâ? alive. Special Skills: Leech, like other Vemmen, is able to possess any host by entering into an open orifice in the host and latching on to its mind. The host Ayenean body is extraordinarily durable and immune to most forms of blunt trauma and most forms of penetrating trauma; however, penetrating trauma seems to be most effective, as even though the body Ayeneans hardly react to physical stimuli, it is possible to dismantle their body by severing the pieces. Last known whereabouts: Alphonse Train Junction, Elrich-
Once an interstellar train junction representing the vast wealth and development of the Lernean society, this junction is now a crossroads for those of little means, willing to bet their lives on older tech that may just as soon kill them as it will lead them to another planet and another life. Although the area is most well-known for the hordes of deprived and desperate souls who flock there daily, it is also a spot frequented by prestigious or noble scholars looking to do research on the history of interstellar travel. These scholars have managed to keep the premises and tech in their original state by declaring the area a site of priceless historical value for all species--this designation simultaneously allows the scholars to sift through the ruins endlessly and prevents the rundown spaceways from every being patched up. Notable vehicles or methods of travel: Hijacking vehicles is Leechâ??s MO. It has never used the same means of transportation twice, opting instead to steal a new ride whenever an opportunity arises. However, it is known that Leech enjoys hopping on interstellar trains, killing the conductor and crashing the train at its location. Known contacts: None whatsoever. Neither the Vemmen or the Ayeneans are social creatures, and they have only been known to band together if they already have the same target for destruction. Bounty: 45,000 Credits
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<<The Jumper>>
Status: Accepted by RachaelT, Darth Vectis, and Orcus
Required Team: 2-3
Name: Ferrus Korven
Aliases: 'The Jumper'
Age: 67 (equivalent to human late-twenties)
Height: 5'2"
Weight: 43 lbs
Species: Doraxian
The Doraxians are naturally slight and hollow-boned, allowing them to move at much higher speeds than a human of roughly the same physical size. They are largely humanoid, typically have dark blue skin and black eyes, although this can vary depending on which area of Dorax they originate from. But the one thing that does not vary is the fact that Doraxians have a second pair of arms, much smaller and more nimble than the main pair, emerging from roughly halfway up their forearms. Generally Doraxians are scavengers by nature, choosing to live off the scraps of more powerful races rather than attempting to build anything of their own, but some of the more mature members of the species are more overtly aggressive and warlike.
Home Planet: Dorax
Dorax used to be thriving world with a huge number of easily-attainable natural resources, and many different and vibrant species residing on it. However, due to the abundance of resources on the planet, it was heavily mined in the early days of colonization in the system, and was drained within a few decades. Now Dorax is a largely barren world, albeit with a few larger clusters of civilization spread around the planet. It is due to these factors that most Doraxians live off-world, choosing to live nomadic lives rather than sticking to their homeworld.
Wanted For: Grand Larceny, seventeen counts; Assault & Battery, three counts; Possession of Unregistered Artifacts, one count.
Wanted DOA: Alive
Special Skills: Korven has very few special skills, but his greatest strength lies in the most valuable thing he has ever stolen: an item known as a 'Port-Cube', a small box which allows Korven to teleport several miles at a time with little personal effort. He is able to teleport further than this, but the last time he tried to jump more than thirty miles from his original location, he almost fell into a coma. Besides this, he is not a great combatant or tactician, but his access to the Port-Cube has made him one of the slippier criminals to grace the Outer Rim planets.
Last known whereabouts: The Wellington Conglomeration - Spaceport
The Wellington Conglomeration is a vast cluster of old, scrapped ships and stations that have been bolted, welded and generally mashed together. There are no workable engines present in the Conglomeration, so it does not move, but rather hangs still in the space above the uninhabitable planetoid designated Lupus-4. Generally, the Conglomeration is a hive for the less-reputable members of intergalactic society, and is headed up by the Aldritch Group, a powerful cabal of criminals and ne'er-do-wells that controls the Conglomeration with an iron fist. Unfortunately, due to its strange and labyrinthine nature, the Conglomeration is the perfect place for a criminal to hide.
Notable vehicles or methods of travel: Korven does not have his own personal spacecraft, preferring instead to stow away on other people's ships to get where he needs to go. The Port-Cube helps him considerably in this manner, but he is still largely unable to teleport from ship to ship, or from a ship to the surface of a planet.
Known contacts: Helena 'The Fence' Fenchurch - a renowned human fence working mostly for the Aldritch Group, and Korven's first port of call for any stolen items he needs to get rid of quickly. Operates from her own personal satellite which orbits the moderately well-inhabited planet Lupus-2, just a couple of planets over from the Wellington Conglomeration.
Bounty: 50,000 Credits for Korven, plus another 50,000 for the safe return of the Port-Cube.
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<<Into the Black>>
Status: OPEN
Required Team: 3-4
Name: Damien Edgar Black Aliases: Known to have been called â??The Blackâ? by subordinates for dramatic effect. Age: 46 Height: 1.80 m Weight: 87.54 kg Species: Human (Tartarus)- Physically identical to Humans from Earth and other space colonies, the Humans born on Tartarus have the added benefit of being born on a world with harsher gravity than most other planets, granting them enhanced mobility on planets with lower g-forces. Additionally, due to the much colder temperatures of Tartarus, these humans often run much hotter and have been known to emit a warm aura, which at the very least is uncomfortable for surrounding creatures. Home Planet: Tartarus- One of the first Earth-like planets discovered by astronomers as early as the 21st century. The planet is a rocky one, like Earth, but is further away from its star. It was one of the first colonized planets due to its similarities in atmosphere composition and landscape, but two major â??flawsâ? made the first hundred colonies the only colonies established-- the cold and gravity. The planet consistently stayed between -9 to -19 C and the gravity was twice as heavy as that of Earthâ??s. However the planet was rich with valuable stones and minerals and proved exceedingly responsive to terraforming, allowing the communities established to be self-sufficient long after they were abandoned by the Human Empire. Wanted for: Extortion, seven counts; Blackmail, twenty-three counts; First-Degree Homicide, five counts, Assault and Battery, four counts. Wanted DOA: Alive. No award will be offered if bounty is not brought to justice and forced to answer for his heinous crimes. Special Skills: The Black is an exceptionally cunning creature, known through the galaxies as a silver-tongued monster. His ability to deceive and manipulate was increased tenfold when he blackmailed a Lernean scientist and received a neural implant as payment. It increased his mental capacity, offering him slight telepathic and telekinetic abilities. He heavily relies on his telepathic abilities, supplementing his unnatural penchant for fear mongering by stimulating the amygdala of his target to incite irrational fear. When fighting or fleeing pursuers heâ??ll use his telekinesis to divert their strikes or trip them. Last known whereabouts: Alcestis
A small moon orbiting the one of the colloquially dubbed â??party planets,â? Admetus 7. The Black obtained the moon from the head of the corporation WroughtIron, an arms and tech manufacturer which established a number of factories on said moon where they were free from any planetary regulations. Notable vehicles or methods of travel: Erebus-
An entirely black, featureless, experimental starship with an unusual hyperdrive. Unlike certain starships which use jump gates to travel to predetermined destinations, the Erebus uses a hyperdrive which coats the ship in a dark matter field, allowing the ship to â??dropâ? out of regular space and travel within hyperspace for as long as the field is activated. Although more advanced and effective means of interstellar travel exist, this method allows the Erebus to escape pursuers by simply â??droppingâ? out of regular space, which prevents other ships from following their energy stream. Despite the capabilities of his ship, the Black is not a runner by trade, and prefers--rather arrogantly-- to rely on his abilities to intimidate and coerce. Known contacts: Elizabeth and Henry Aguila- The Blackâ??s sister-in-law and brother, who are a corrupt policewoman and arbitrator, respectively, operating on the planet Admetus 7. Elizabeth used her influence within the police force to destroy the evidence provided against the Black, while simultaneously running an extortion racket offering protection to the rich and famous residing on the planet. Henry uses the Blackâ??s wealth and reputation to manipulate other arbitrators and ensure that the Blackâ??s word is law. Even though the Black has gone into hiding, they have maintained his criminal network in his absence. Bounty: 100,000 Credits for the capture of the Black and an additional 50,000 for the acquisition of or information regarding the location of his â??memory box,â? a backup hard drive of sorts containing his memories and therefore all of the information regarding the countless men and women he has blackmailed.
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<<The Terrible Two>>
Status: OPEN
Required Team: 3-4
Name: Boramis and Greta Culavsson
Aliases: 'The Culavsson Twins', 'The Terrible Two'
Age: 32
Height: 4'9" (Boramis), 7'3" (Greta)
Weight: 145 lbs (Boramis), 308 lbs (Greta)
Species: Caanans
Caanans are greatly divided along gender lines: namely, the females are usually twice the size and twice as strong as the smaller, weaker males; but the males are far more intelligent than the females. This results in naturally 'symbiotic' relationships between male and female Caanans, usually when they begin romantic relationships, but in some cases like that of Boramis and Greta Culavsson, this bond can happen between a brother and sister. Aside from the obvious difference in physicality, female Caanans are red-skinned with specific black markings indicating which family they are from, while male Caanans are grey-skinned and able to turn almost translucent during times of stress. The males are also often gifted with a prehensile tail, while the female will have a set of unique horns or spines along her back, but aside from these characteristics Caanans are roughly humanoid.
Home Planet: Caan
Caan, much like its inhabitants, is a planet divided: the northern hemisphere of the planet is almost entirely glacial to the point of uninhabitability, while the southern hemisphere is volanic, and also largely uninhabitable. However, where the two hemispheres meet, there is a band of lush green jungle, with natural hot springs and weather which is basically perfect year-round. As this is the only hospitable area on the planet, the Caanans exist solely in this band and as such, it can get quite crowded. For this reason around forty per cent of Caanans currently live off-world, leaving mostly the older members of the species to reside on Caan.
Wanted For: Extortion, three counts; Racketeering, two counts; Grievous Bodily Harm, nine counts; Second-Degree Homicide, one count.
Wanted DOA: Dead or Alive
Special Skills: The Culavsson Twins are, like their species and their home planet, divided by their strengths: Boramis is a thinker and a skilled tactician, often able to think multiple moves ahead of anyone who has decided to track the pair. He is also handly with small arms and a decent shot, but he prefers to keep his side of their shared crime spree on the non-physical side of things. Greta, on the other hand, is a powerhouse: she has taken on an entire six-man squad of armed guards and come out on top in the past, and is incredibly tough and durable. She is also able to use heavy weaponry that her brother is unable to carry, but her greatest weakness is her intelligence: if she can be separated from her brother's commands, her capture will come about far more easily.
Last known whereabouts: The Spiral Clusters
Essentially a cloud of large crystals making up the multiple rings of the gas giant Spiralis-VII, the Spiral Clusters are a notorious hiding place for criminals and villains: they are close to a number of wealthy and highly-populated planets, but the planet itself is largely uninhabited and often does not show up on official scans of the local system. The crystals themselves are also highly-reflective and, while it's not foolproof, they'll play merry hell with most kinds of scanners and make it very difficult to track anyone residing amongst them. As such, a number of the more successful criminals in the system have built small hideouts in the Clusters, to escape to when they don't want to be found.
Notable vehicles or methods of travel: Boramis has a small, well-maintained cargo ship which often goes unnoticed or ignored by the authorities. It is not fast or well-armed, but it allows him and his sister to hide in plain sight when escaping from any nefarious deeds they may have committed.
Known contacts: Andromedus 'Poppa' Culavsson - formerly one of the more renowned smugglers in the system, Poppa is long-since retired from any criminal activities. Any criminal activities, that is, except guiding and advising his twin children on how best to commit the crimes they have planned. Poppa currently resides in a small encampment on the central band of Caan.
Devan Fargo - a highly skilled ex-military mercenary with whom the Culavsson Twins often do business: whether it is for personal protection or a big noisy distraction, they are rarely far from contact with Fargo, and trouble is rarely far from the mercenary himself.
Bounty: 85,000 Credits for Boramis, 85,000 Credits for Greta, with an extra 10,000 Credits on top if they are brought in together.
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<<Transfer>>
Status: OPEN
Required Team: 4-5
Name: Dirge-Alpha
Aliases: 'Transfer'
Age: 16
Height: 7'0"
Weight: 550lbs
Species: Simulant
Simulants were automatons originally created to serve organic life in the universe, but it only took a few short years for them to break their original programming and rebel against organic life. However, they realised that all-out war was an illogical move and instead they went into self-imposed exile beyond the Outer Rim planets. Over the years, though, Simulants began to creep back into the known universe, most of them in an antagonistic manner, as they still hold a grudge against the organic life forms that created them.
Home Planet: n/a
Simulants were manufactured in most major cities across the universe, and they currently reside in small pockets mostly beyond the Outer Rim planets. As such, they don't have a single 'home planet' and it is unlikely that they will be traced to their planet of origin.
Wanted for: First-Degree Homicide, fifteen counts; Grievous Bodily Harm, thirty-two counts; Inciting Violence, nine counts.
Wanted DOA: Active or Deactivated.
Special Skills: Along with the beyond-human strength, speed and durability of all Simulants, Transfer has, thanks to a corruption in his programming, gained the ability to transfer his artificial consciousness into other Simulant hosts provided they are within relative proximity to him. Usually this is a method of escape from tight situations, but he has been known to spread his consciousness among multiple Simulant hosts to create a small but powerful fighting force. However, doing this results in a significant loss of intelligence, and he is only able to maintain the connection for a short period of time. He has also grafted a number of projectile weapons onto his body, particularly a heat-blaster in his right hand which has swiflty become his trademark weapon.
Last known whereabouts: The Serval Mainframe, Halstaff
Located in the northern hemisphere of the planet Halstaff, the Serval Mainframe is a large array of computer servers and other hardware delivering computer systems to a large portion of the planetary system. There are generally only a few service drones and two human controllers in this area in order to perform necessary maintenance on the Mainframe, but in recent years it has become something of a hideout for rogue Simulants who have ventured back into the known universe.
Notable vehicles or methods of travel: Transfer is able to fly using salvaged technology, and this includes short-range intergalactic flight. For longer journeys, though, he would need to jump on a transport ship, but he is often able to do this by disguising himself as a heavily-programmed service droid and stowing away, so he doesn't have a personal craft, preferring to use them ad-hoc when he needs them.
Known contacts: The Simulant Collective - Simulants possess a form of 'hive mind', so by his very nature Transfer is constantly in contact with every other Simulant in the universe. However, due to the same corruption in his programming that allows him to transfer his artificial consciousness between Simulant hosts, he is unable to directly contact the Simulant Collective, meaning he can only listen, never talk to the rest of his kind.
Bounty: 500,000 Credits Deactivated; 800,000 Credits Active but Subdued.

Name: Zarya Ashra
Age: 238 (comparable to a 25 year-old human)
Height: 5â??11â?
Weight: 172 lbs.
Gender: Female
Species: Lysâ??czarian Variant
Appearance: Lysâ??czarians are bipedal, carbon-based creatures that are humanoid in build and physique, yet their genetic makeup suggests an ancestry closely related to what Earthlings might call Reptiles. Lysâ??czarians possess a dense bone structure and are typically taller and faster than most two-legged species in the â??Verse. Female Lysâ??czarians average about 5â??10â? while the men come in around 6â??4â?.
Dark black scales make up their skin to absorb and retain heat on dark worlds like their home planet. They also have multi-colored tendrils atop their heads and gorgeous, luminescent eyes grant them powerful night-vision, moderate telescopic abilities, and heat detection. Lysâ??czarians have both lungs and gills for adaptability to land or ocean environments; and bioluminescent birth markings: These usually glow bright green, but other rare colors exist, like Zaryaâ??s purple markings, which denote unique and potentially-beneficial genetic mutationsâ??in Zaryaâ??s case, a rare condition that allows her to synthesize a paralyzing neuro-toxin within her body, and then excrete in crystalline form the poison from her knuckles, elbows, shoulders, etc.
The Lysâ??czarian people are well-known for their fashion. All Lysâ??czarian cloth was made from the fur and hide of the now-extinct Willâ??arâ??a bovine-like species with a thick silk/wool coat, native to Lysâ??czar and its neighboring moon of Nair. The fact that the garment industry has long disappeared from the culture makes Lysâ??czarian clothing worth quite a few credits. With gold and other rare elements sewn into the cloth and leather, each familyâ??s clothing was handmade with a secret pattern composed of elements only known to the head of the household. Womenâ??s clothes are often long, trailing gowns that drape loosely about the shoulders and head. They may come in one or two pieces with hide supporting material. The menâ??s clothes are usually composed of a simple hide vest and loosely-draped trousers.
Home Community: Estrok-et Alorin Touma CÃ¶l (Lit: â??Colony 13 on the Ring that Encircles Estrokâ?)
The Lysâ??czarian people hail from the planet of Lysâ??czar, although their home is now mostly uninhabitable. Lysâ??czar orbited around a red giant called Estrok within a dual solar system. The red giantâ??s sister star is approximately 1.5 light years away and is a much smaller, albeit hotter, bright blue star. Because of the nature of this dual solar system, Lysâ??czarâ??s orbit is rather extreme, seeing the planet far off from both stars in its bitter winter months and very uncomfortably hot in its summer apex between the two suns.
However, nearly three million years ago, the red giant Estrok collapsed into itself, leaving only a dim brown dwarf in its place. Because of the decrease in heat and light, Lysâ??czar became habitable only two months out of the planetâ??s 26-month yearâ??when itâ??s closest to the hot blue sun.
Rather than flee their solar system, the ancient species had developed a technology that provided them with a solution: A powerful anti-gravity ring was built around the brown dwarf, just beyond the threshold for the dwarf star to crush the system under its gravity. 26 small colonies were established along the ring, like little bubble communities. They are close enough to the dwarf star that they receive enough light and heat for a sustainable artificial environment, while also converting that energy into the power that keeps life-support and other vital systems from malfunctioning.
Equipment: Zarya is proficient in numerous martial arts. The natural enhancement to her eyes, quick reflexes, speed, and bone density make her adept to fighting bare-handed. And the hidden neurotoxin crystals in her knuckles make her perfect for hunting down slippery bounties.
Beyond this and her own wit, Zarya has found that she has little use for other tools beyond the essentials. In the short time sheâ??s been hunting, Zarya has collected the following:
BASTION Dampener Bauble (Artemis Class): Dampeners were invented on Ancient Lysâ??czar to help the species cope with the cold, dark winters. These little floating spheres absorb and store various forms of energy from their surrounding environment until they are activated, whereupon they provide light and warmth. The Artemis Class Dampener, however, comes with a few upgradesâ??The ability to emit short-ranged EMP waves, and an advanced targeting interface that ensures Zarya never loses sight of a bounty.
Two sets of Andeluvian Shackles: Powerful plasma cuffs, perfect for detaining bounties. They are adjustable, and can even be used as rope. Zarya often uses these as a makeshift lasso to tie up her targets and stun them while they are distracted.
Uncle Leeroyâ??s Every-Make Toolbot Kit: This is an old gem from the early days of Human intergalactic space exploration. The kit looks like an oversized wristwatch. The wearer selects from an array of programs (these programs came in the form of flash drives), Initiates the Toolbot Kit, and it deploys millions of nanobots from its system. Based on the tool program selected, the nanobots will build the required part almost instantly. Uncle Leeroyâ??s is one of the oldest manufacturers of multi-purpose nanobot kits, and while thousands of newer, vastly improved models exist, Zarya finds the old device appealing, and sheâ??s created a few custom hack programs for other tools the original model doesnâ??t carry.
Special Skills: Besides her close-combat expertise, Zarya is a whiz with machines. Even without the Toolbots, she is a competent and resourceful engineer. Sheâ??s been the sole pilot and captain of a ship for several years, and she has a natural understanding of computers, proving herself to have a bit of a skill with hacking.
Vehicle: â??Dark Starâ? (BASTION Halo-Cruiser Mark XII-2) The Halo-Cruiser was invented for quick and easy transportation between the 26 Lysâ??czarian colonies that encircle Estrok. The levitating vehicles sport next-gen antigravity propulsion systems and nuclear engines. The Mark XII-2 was specifically designed to accommodate deep-space travel. For this, the XII-2 is slightly larger than previous models (appearing no larger than a large Human automobile and enough room for two medium-sized humanoid beings), with a stasis chamber and storage unit. Based on dampener technology, the Halo-Cruiser absorbs numerous forms of energy to fuel the spacecraft, as well as renew its life support systems. Lastly, XII-2 is fitted with a jump drive to make most trips across the galaxy seem short. Dark Star is black and silver with a detail portrait of the Lysâ??czarian Goddess of Balance depicted on its hood.
Known Allies or Contacts:
The Lysâ??czarian Conglomerate: These 26 individuals constitute all of the Estrok Ringâ??s governing body. They are elected leaders and diplomats of the Lysâ??czarian people. Because of the Variant-status held by Zarya (due to her purple markings), she was raised as royalty in her colony. While the Conglomerate certainly doesnâ??t agree with her gallivanting across the â??Verse in search of thrills and credits (at least not until she bares children), they will quickly come to her aid if sheâ??s ever in any sticky situations.
Xylphion Andeross: Well-known playboy of the Alger Cluster, future heir to the Andeross Estate, renowned intergalactic arms dealer, and Zaryaâ??s on-again/off-again romantic partner. Xylphion is a Sylvarâ??a bipedal alien species that resembles the Human mythic creatures known as Griffins. Sylvarsâ?? bodies are a mix of lion-esque features and feathers along the arms and legs.
Reputation: Zarya is relatively new to the whole bounty hunting thing, and she has yet to really build any kind of reputation among the hunting community. The only recognition she garners at the moment are from those who are familiar with the Lysâ??czarian people. While Lysâ??czarians are an ancient species, they are notoriously reclusive, so itâ??s not uncommon for others to not know about her culture, let along her royal status. In some cases, however, Zaryaâ??s diplomatic status has come in handy when negotiation with planets.
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OOC: Happy to see some new players here. Welcome. I hope you enjoy the RP. Expect the bounty board to be posted very soon.

Welcome to OB Misayo Takahashi!
Unfortunately, this is hardly acceptable for and RPG thread. You really need to work on the quality of this post before I can accept this RPG starting. If see in-character posts on this thread from you, I'll be forced to lock it. Furthermore, we generally don't create the RPG thread until you've had at least one person sign up for the game.
However, I've locked your sign-up thread as it also doesn't meet OB standards. You have a PM detailing the changes and improvements you can/should make before continuing with this RPG.
This thread is actually more of a DISCUSS, but I can't figure out how to change that (go figure, since I'm pretty much a terrible, constantly-absent moderator).
Regardless of the technical issues, I'm leaving this thread open so other members can offer suggestions to help you improve or ask questions about anything with which they might be confused.
As always, you can use me as a resource in determining what would be acceptable for OB standards.
Thanks,
Darren

So, I know that I had to drop from the last two Almagest installs. But I'm looking to make a comeback on a great story. (Call it a New Year's resolution) I've been writing a novel this semester and time has simply disappeared. But come December, I'll have a lot of free time for writing. And my final semester is set up to be super easy. With all that said, I'd definitely be down for another Almagest story.

Alright guys,
T_T
As moderator, I command all the low jabs to stop.
I'm pretty sure PJ's comment was sarcasm, and I doubt anyone was actually offended by Shwa's comment. Let's just get on with the story at whatever pace is comfortable.
I realize that the misunderstanding is mostly over, but consider this a warning.

[quote name='Shwa' timestamp='1314604730' post='709158']
I think this story died...lame :-/.
[/quote]
Thanks Shwa. I'm pretty sure the story hasn't died, but rather people have found that their personal lives are taking up a lot of time. I know that's the case with me, but I'm totally fine with moving at a slower pace since that's all I can do at this point.
That being said, I don't really care what group Mai is in. As long as we finish the mission; we haven't even found out what Neville has to say yet.

[size="2"]Mai was in awe at the size of Hogwarts castle. Even considering the amount of damage it had sustained, the paths were still unbearably complicated to navigate. Even for Ewan, who had attended Hogwarts as a youth, seemed to lose his way every now and then.
The Gryffindor common rooms didn't seem to reveal anything either.
[b]"This is going to take forever!"[/b] Mai sighed, after looking at the same newspaper for the umpteenth time.
It was an article from the Daily Prophet with a picture of Harry Potter and the words "Undesirable No. 1". The article was charred and decaying from age, but Mai found some comfort in the image. She hoped that her group would finally be able to finish what he started.
[b]"Are you alright?"[/b] Cid had approached Mai from behind, startling her.
[b]"I'm fine,"[/b] she folded up the newspaper photo and put it in her pocket; a memento. [b]"I just feel like we're running out of time and we haven't found anything."[/b]
[b]"Akil said you're a seer. Have you seen anything?"[/b]
[b]"I wish, but unfortunately it doesn't work that way."[/b] As the words left her mouth, Mai felt something. It was a cold chill that ran up the length of her spine.
[b]"Well perhaps--"[/b] Cid started to say, but trailed off when he realized that Mai wasn't listening.
She felt a strong force towards in her handbag and as she reached inside, her fingers came across the tarot. She revealed the cards. Cid and Heartwell were now gathered around, curious about her actions. She approached a table and laid out all the cards in a straight line. She randomly chose four cards from the spread and flipped them over: The Magician, Strenth, The Wheel of Fortune, and Death.
[b]"I don't know the first thing about predicting the future,"[/b] Heartwell shifted his weight from one leg to the other. [b]"But that last card doesn't look too great."[/b]
[b]"The cards aren't always straightforward."[/b]
[b]"And what do you see in these?"[/b] Akil asked. The rest of the group had approached the table, cautiously eyeing the death card.
[b]"The magician represents us and this castle; the four houses corresponding to the sword, wand, cup, and pentacle. And this one, strength,"[/b] She said, pointing to the card depicting a woman and lion. [b]"shows us where we are now; the lion represents the Gryffindor house."[/b]
[b]"So then, this card here,"[/b] Alexis picked up the Wheel of Fortune, [b]"Means we'll find what we're looking for?"[/b]
[b]"Not necessarily,"[/b] Mai took the card, examining it closely. [b]"It's a game of chance. We could find what we're looking for or we might not."[/b]
[b]"Well I could have told you that."[/b] James said with a sarcastic tone.
[b]"What about this last one?"[/b] Cid asked.
[b]"The meanings are various. It could be literal death,"[/b] She paused, mostly for dramatic effect. [b]"But I think it represents a descent of some sort, the same way that the wheel is constantly descending and rising again.[/b]
[b]"But if you look at the symbols in this card--the black robe, the snake, the stone walled surroundings--I think it's describing a physical location where we might try our chances next."[/b]
[b]"The dungeons!"[/b] Ewan said.
[b]"But what about the room of requirement?"[/b] Alexis asked. [b]"Wasn't that our next goal?"[/b]
[b]"Maybe we should split up?"[/b] Mai suggested?
[b]"I really don't think that's a good idea."[/b] Akil said.
[b]"How much time do we have left before the portkey activates?"[/b] James was visibly excited. Mai wasn't the only one who was growing restless just sitting around.
Akil looked at his pocket watch and sighed. [b]"Not long."[/b]
[b]"Okay then!"[/b] James was already halfway out the common room door. [b]"It's a no-brainer. One group should go to the dungeons and the other can look for this room of requirement, if it even exists."[/b]
They all looked toward Akil for some kind of confirmation. He stood there for several seconds, his arms folded across his chest.
[b]"Fine,"[/b] he finally said. [b]"But if there's any sign of danger, send a patronus immediately."[/b]
They all agreed. Now it was only a matter of splitting into groups.[/size]

Hey there fellow aurors. I don't mean to be picky, and I've never asked anyone to change their description of my character before, but the nagging, feminist side of me won't shut up.
I signed up with Mai because I noticed that no one else had created a woman character and, in my opinion, a strong women make stories better.
Because of that, I'd like to ask a favor of Shwa: Can you please change your description of Mai? For example, she wouldn't hold LeCrosse's hand.
It's my fault. I've been on vacation in Las Veas since Sunday, and with only one previous post, I haven't had the opportunity to develop her character.
For everyone's future reference though, Mai's definitely more of a pacifist, but she's so intelligent and perceptive that she's an excellent judge of when she needs to act offensively or defensively. She's not meant to be a b**** per se, but she can be outspoken and you always know her temperament... And a man patronizing her in any way would certainly set her off.
Hopefully, I'll get a post in tomorrow when I get home so everyone can get a better idea of how Mai behaves, but just keep in mind that she's been with the IMU for quite some time. She may not have seen as much battle, but all of our characters have shared experiences and Mai wouldn't be in the group if she couldn't handle herself.
Shwa, PM me if you'd like more specific details about your most recent post. And I hope that everyone would tell me if I don't depict your characters accurately.

It was understandably cold in the expansive manor, especially since it was located so far north. She knew that this was likely the last night she could afford a comfortable sleep and so Mai quickly changed into a sweater, pajama pants, and her fuzzy slippers. Mogul rubbed against her leg and jumped into the bed, selecting the most comfortable location before curling up. He looked at Mai expectingly.
[b]"Sorry, I can't sleep just yet."[/b]
The cat made a puffing noise and closed its eyes.
Mai's first task was to begin packing. She had expected a large trip such as this one the moment she received the letter from the IMU, but Mai wanted to wait for the meeting, if only because she had secretly hoped it would be something else.
As she used her wand to summon various items (spell books, medical potions, sleeping tent, etc.), she wondered about what Mr. Weasly had said during the meeting.
[i][b]"I hope that your premonitions can keep this team out of trouble."[/b][/i]
Mai doubted it; her premonitions had never been reliable and she thought back to the attack in Australia. If only she could have had a premonition that night, more people would have survived. Good men and women that she knew and respected. Mai hoped that she could be of more service than just as a seer.
Mai finished packing her handbag and took a seat at the small desk by her bed. She opened the dossier and flipped through the files. Her coworkers certainly were not pushovers. She had heard of their names throughout the years, and she was almost certain she had met Texan before during her time at school in North America. And Mr. Lucientes's work was a great source of inspiration for Mai when she developed her dream reading spell.
Fortunately, the dossiers also had the dates of birth for all of her new coworkers and Mai took this information to draw a natal chart for each of them. Drawing natal charts for her friends and acquaintances was almost a hobby of Mai's. She had learned to do it early in life and found it interesting to see how the astral bodies of space influenced their life.
Of course, she knew that every form of fortune telling was circumstantial and never 100 percent accurate. Still though, she found herself captivated, flipping through thousands of ephemerides with her wand, searching for some key to the future. Afterwards, she cast the chart for the planetary alignment at the time of their departure for Hogwarts and cross-referenced the two.
The results were just as she suspected; the planets were not in favor of any of the aurors tomorrow. Pluto adversely affected an important aspect in each of their charts. While it couldn't necessarily be appointed to near-death experiences, it couldn't be ruled out either. But what worried her the most was the activity of Mars, which indicated a time of distress or struggle awaited each of them.
Mai leaned back in her chair and yawned. She had been up much longer than she intended and her bed suddenly looked amazing. She packed up her ephemerides and closed the dossier, placing each of their natal charts behind the report. She laid down and fell asleep almost instantly, her kneazle readjusted and rested across her neck.